//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// DESCRIPTION:  none
//  Implements special effects:
//  Texture animation, height or lighting changes
//   according to adjacent sectors, respective
//   utility functions, etc.
//


#ifndef __P_SPEC__
#define __P_SPEC__


//
// End-level timer (-TIMER option)
//
extern  boolean levelTimer;
extern  int levelTimeCount;


//      Define values for map objects
#define MO_TELEPORTMAN          14


// at game start
void    P_InitPicAnims (void);

// at map load
void    P_SpawnSpecials (void);

// every tic
void    P_UpdateSpecials (void);

// when needed
boolean
P_UseSpecialLine
( mobj_t*   thing,
  line_t*   line,
  int       side );

void
P_ShootSpecialLine
( mobj_t*   thing,
  line_t*   line );

void
P_CrossSpecialLine
( int       linenum,
  int       side,
  mobj_t*   thing );

void    P_PlayerInSpecialSector (player_t* player);

int
twoSided
( int       sector,
  int       line );

sector_t*
getSector
( int       currentSector,
  int       line,
  int       side );

side_t*
getSide
( int       currentSector,
  int       line,
  int       side );

fixed_t P_FindLowestFloorSurrounding(sector_t* sec);
fixed_t P_FindHighestFloorSurrounding(sector_t* sec);

fixed_t
P_FindNextHighestFloor
( sector_t* sec,
  int       currentheight );

fixed_t P_FindLowestCeilingSurrounding(sector_t* sec);
fixed_t P_FindHighestCeilingSurrounding(sector_t* sec);

int
P_FindSectorFromLineTag
( line_t*   line,
  int       start );

int
P_FindMinSurroundingLight
( sector_t* sector,
  int       max );

sector_t*
getNextSector
( line_t*   line,
  sector_t* sec );


//
// SPECIAL
//
int EV_DoDonut(line_t* line);



//
// P_LIGHTS
//
typedef struct
{
    thinker_t   thinker;
    sector_t*   sector;
    int     count;
    int     maxlight;
    int     minlight;

} fireflicker_t;



typedef struct
{
    thinker_t   thinker;
    sector_t*   sector;
    int     count;
    int     maxlight;
    int     minlight;
    int     maxtime;
    int     mintime;

} lightflash_t;



typedef struct
{
    thinker_t   thinker;
    sector_t*   sector;
    int     count;
    int     minlight;
    int     maxlight;
    int     darktime;
    int     brighttime;

} strobe_t;




typedef struct
{
    thinker_t   thinker;
    sector_t*   sector;
    int     minlight;
    int     maxlight;
    int     direction;

} glow_t;


#define GLOWSPEED           8
#define STROBEBRIGHT        5
#define FASTDARK            15
#define SLOWDARK            35

void    P_SpawnFireFlicker (sector_t* sector);
void    T_LightFlash (lightflash_t* flash);
void    P_SpawnLightFlash (sector_t* sector);
void    T_StrobeFlash (strobe_t* flash);

void
P_SpawnStrobeFlash
( sector_t* sector,
  int       fastOrSlow,
  int       inSync );

void    EV_StartLightStrobing(line_t* line);
void    EV_TurnTagLightsOff(line_t* line);

void
EV_LightTurnOn
( line_t*   line,
  int       bright );

void    T_Glow(glow_t* g);
void    P_SpawnGlowingLight(sector_t* sector);




//
// P_SWITCH
//
typedef struct
{
    char    name1[9];
    char    name2[9];
    short   episode;

} switchlist_t;


typedef enum
{
    top,
    middle,
    bottom

} bwhere_e;


typedef struct
{
    line_t* line;
    bwhere_e    where;
    int     btexture;
    int     btimer;
    degenmobj_t *soundorg;

} button_t;




 // max # of wall switches in a level
#define MAXSWITCHES     50

 // 4 players, 4 buttons each at once, max.
#define MAXBUTTONS      16

 // 1 second, in ticks.
#define BUTTONTIME      35

extern button_t buttonlist[MAXBUTTONS];

void
P_ChangeSwitchTexture
( line_t*   line,
  int       useAgain );

void P_InitSwitchList(void);


//
// P_PLATS
//
typedef enum
{
    up,
    down,
    waiting,
    in_stasis

} plat_e;



typedef enum
{
    perpetualRaise,
    downWaitUpStay,
    raiseAndChange,
    raiseToNearestAndChange,
    blazeDWUS

} plattype_e;



typedef struct
{
    thinker_t   thinker;
    sector_t*   sector;
    fixed_t speed;
    fixed_t low;
    fixed_t high;
    int     wait;
    int     count;
    plat_e  status;
    plat_e  oldstatus;
    boolean crush;
    int     tag;
    plattype_e  type;

} plat_t;



#define PLATWAIT        3
#define PLATSPEED       FRACUNIT
#define MAXPLATS        30


extern plat_t*  activeplats[MAXPLATS];

void    T_PlatRaise(plat_t* plat);

int
EV_DoPlat
( line_t*   line,
  plattype_e    type,
  int       amount );

void    P_AddActivePlat(plat_t* plat);
void    P_RemoveActivePlat(plat_t* plat);
void    EV_StopPlat(line_t* line);
void    P_ActivateInStasis(int tag);


//
// P_DOORS
//
typedef enum
{
    vld_normal,
    vld_close30ThenOpen,
    vld_close,
    vld_open,
    vld_raiseIn5Mins,
    vld_blazeRaise,
    vld_blazeOpen,
    vld_blazeClose

} vldoor_e;



typedef struct
{
    thinker_t   thinker;
    vldoor_e    type;
    sector_t*   sector;
    fixed_t topheight;
    fixed_t speed;

    // 1 = up, 0 = waiting at top, -1 = down
    int             direction;

    // tics to wait at the top
    int             topwait;
    // (keep in case a door going down is reset)
    // when it reaches 0, start going down
    int             topcountdown;

} vldoor_t;



#define VDOORSPEED      FRACUNIT*2
#define VDOORWAIT       150

void
EV_VerticalDoor
( line_t*   line,
  mobj_t*   thing );

int
EV_DoDoor
( line_t*   line,
  vldoor_e  type );

int
EV_DoLockedDoor
( line_t*   line,
  vldoor_e  type,
  mobj_t*   thing );

void    T_VerticalDoor (vldoor_t* door);
void    P_SpawnDoorCloseIn30 (sector_t* sec);

void
P_SpawnDoorRaiseIn5Mins
( sector_t* sec,
  int       secnum );



#if 0 // UNUSED
//
//      Sliding doors...
//
typedef enum
{
    sd_opening,
    sd_waiting,
    sd_closing

} sd_e;



typedef enum
{
    sdt_openOnly,
    sdt_closeOnly,
    sdt_openAndClose

} sdt_e;




typedef struct
{
    thinker_t   thinker;
    sdt_e   type;
    line_t* line;
    int     frame;
    int     whichDoorIndex;
    int     timer;
    sector_t*   frontsector;
    sector_t*   backsector;
    sd_e     status;

} slidedoor_t;



typedef struct
{
    char    frontFrame1[9];
    char    frontFrame2[9];
    char    frontFrame3[9];
    char    frontFrame4[9];
    char    backFrame1[9];
    char    backFrame2[9];
    char    backFrame3[9];
    char    backFrame4[9];

} slidename_t;



typedef struct
{
    int             frontFrames[4];
    int             backFrames[4];

} slideframe_t;



// how many frames of animation
#define SNUMFRAMES      4

#define SDOORWAIT       35*3
#define SWAITTICS       4

// how many diff. types of anims
#define MAXSLIDEDOORS   5

void P_InitSlidingDoorFrames(void);

void
EV_SlidingDoor
( line_t*   line,
  mobj_t*   thing );
#endif



//
// P_CEILNG
//
typedef enum
{
    lowerToFloor,
    raiseToHighest,
    lowerAndCrush,
    crushAndRaise,
    fastCrushAndRaise,
    silentCrushAndRaise

} ceiling_e;



typedef struct
{
    thinker_t   thinker;
    ceiling_e   type;
    sector_t*   sector;
    fixed_t bottomheight;
    fixed_t topheight;
    fixed_t speed;
    boolean crush;

    // 1 = up, 0 = waiting, -1 = down
    int     direction;

    // ID
    int     tag;
    int     olddirection;

} ceiling_t;





#define CEILSPEED       FRACUNIT
#define CEILWAIT        150
#define MAXCEILINGS     30

extern ceiling_t*   activeceilings[MAXCEILINGS];

int
EV_DoCeiling
( line_t*   line,
  ceiling_e type );

void    T_MoveCeiling (ceiling_t* ceiling);
void    P_AddActiveCeiling(ceiling_t* c);
void    P_RemoveActiveCeiling(ceiling_t* c);
int EV_CeilingCrushStop(line_t* line);
void    P_ActivateInStasisCeiling(line_t* line);


//
// P_FLOOR
//
typedef enum
{
    // lower floor to highest surrounding floor
    lowerFloor,

    // lower floor to lowest surrounding floor
    lowerFloorToLowest,

    // lower floor to highest surrounding floor VERY FAST
    turboLower,

    // raise floor to lowest surrounding CEILING
    raiseFloor,

    // raise floor to next highest surrounding floor
    raiseFloorToNearest,

    // raise floor to shortest height texture around it
    raiseToTexture,

    // lower floor to lowest surrounding floor
    //  and change floorpic
    lowerAndChange,

    raiseFloor24,
    raiseFloor24AndChange,
    raiseFloorCrush,

     // raise to next highest floor, turbo-speed
    raiseFloorTurbo,
    donutRaise,
    raiseFloor512

} floor_e;




typedef enum
{
    build8, // slowly build by 8
    turbo16 // quickly build by 16

} stair_e;



typedef struct
{
    thinker_t   thinker;
    floor_e type;
    boolean crush;
    sector_t*   sector;
    int     direction;
    int     newspecial;
    short   texture;
    fixed_t floordestheight;
    fixed_t speed;

} floormove_t;



#define FLOORSPEED      FRACUNIT

typedef enum
{
    ok,
    crushed,
    pastdest

} result_e;

result_e
T_MovePlane
( sector_t* sector,
  fixed_t   speed,
  fixed_t   dest,
  boolean   crush,
  int       floorOrCeiling,
  int       direction );

int
EV_BuildStairs
( line_t*   line,
  stair_e   type );

int
EV_DoFloor
( line_t*   line,
  floor_e   floortype );

void T_MoveFloor( floormove_t* floor);

//
// P_TELEPT
//
int
EV_Teleport
( line_t*   line,
  int       side,
  mobj_t*   thing );

#endif
